8,042 Commits over 3,775 Days - 0.09cph!
Fix case where WriteCacheReferences is ignored
Nicer display info for interface types, icon for event methods
Added scene.run node
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
Update MethodBinder.BuildCall signature
Expose MethodCallNodeDefinition.GetBinder
Editor support for scene.run nodes
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
Nicer display info for interfaces, default icon for event methods
Expose MethodBinder
Apply code style
Add .git-blame-ignore-revs
Update Facepunch.ActionGraphs
Fixed exposed property value edge cases
Fix ActionGraphModel.WithDefaults handling exposed properties
Update Facepunch.ActionGraphs
Fix defaults being dropped in cached fast path
Fix scene ref node output type for prefab root objects
Remove unused hidden nodes when saving graphs
Fix node reachability visual
Update Facepunch.ActionGraphs
Don't automatically call RemoveUnusedChildNodes
Fix cached fast path change ID logic
Test GuidMap in cached fast path
Fast path for cached graphs
Make hotload_fast persist
Add Fast Hotload option to editor preferences
https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
Set SourceLocation when creating action graphs in editor
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Fix expected type for constant value links
Fix Either.CreateType( typeof(Signal) )
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Make sure action graph debugger inits immediately
Fix possible error when saving GameResource action graph
Shorter ActionGraph diagnostic message category
Update cached ActionGraphs when re-deserializing GameResources
Prune unused child nodes during validation
Was doing this when removing links, but this would sometimes break graphs during deserialization
Remove libstates
Add libstates as a submodule
Update libstates
Use GameObject.Clone instead of GetPrefabScene
Fix #16 for NetworkSpawned objects
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
CacheForceLoadExposed test
Allow calling Remove() on removed elements
Fix deserializing into existing graph with array element links